added small example video
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assets/video.gif
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assets/video.gif
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@@ -13,6 +13,8 @@ float4 white_light(float4 input, float3 light, int3 mask) {
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}
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}
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__kernel void min_kern(
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__kernel void min_kern(
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global char* map,
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global char* map,
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global int3* map_dim,
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global int3* map_dim,
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@@ -62,6 +64,8 @@ __kernel void min_kern(
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// for all 3 axis XYZ.
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// for all 3 axis XYZ.
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float3 intersection_t = delta_t * offset;
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float3 intersection_t = delta_t * offset;
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// for negative values, wrap around the delta_t, rather not do this
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// component wise, but it doesn't appear to want to work
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if (intersection_t.x < 0) {
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if (intersection_t.x < 0) {
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intersection_t.x += delta_t.x;
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intersection_t.x += delta_t.x;
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}
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}
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@@ -86,7 +90,7 @@ __kernel void min_kern(
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do {
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do {
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mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
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mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
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float3 thing = delta_t * fabs(convert_float3(mask.xyz));
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intersection_t += delta_t * fabs(convert_float3(mask.xyz));
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intersection_t += delta_t * fabs(convert_float3(mask.xyz));
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voxel.xyz += voxel_step.xyz * mask.xyz;
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voxel.xyz += voxel_step.xyz * mask.xyz;
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@@ -68,7 +68,7 @@ int Camera::update(double delta_time) {
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// so vector multiplication broke?
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// so vector multiplication broke?
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// have to do it component wise
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// have to do it component wise
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double multiplier = 10;
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double multiplier = 40;
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position.x += movement.x * delta_time * multiplier;
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position.x += movement.x * delta_time * multiplier;
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position.y += movement.y * delta_time * multiplier;
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position.y += movement.y * delta_time * multiplier;
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